01.01.2013 Views

Human Factors Guidelines for Interactive 3D and Games-Based ...

Human Factors Guidelines for Interactive 3D and Games-Based ...

Human Factors Guidelines for Interactive 3D and Games-Based ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

oth hierarchical <strong>and</strong> cognitive task analysis tools <strong>and</strong> those interested in this topic are<br />

recommended to visit the DTC’s website (www.hfidtc.com) <strong>for</strong> further in<strong>for</strong>mation 18 .<br />

The type of analysis employed, then, often depends on a range of factors, including the <strong>Human</strong><br />

<strong>Factors</strong> specialist involved, whether or not the task exists in reality or has yet to be designed, the<br />

goal of the analysis, any constraints imposed by the analysis environment <strong>and</strong>, of greatest<br />

importance, the support <strong>and</strong> input of the end users <strong>and</strong> subject matter experts (SMEs).<br />

Gaining access to the end users <strong>and</strong> SMEs, particularly in operational or field training settings, is<br />

always difficult, particularly throughout the defence community. When opportunities arise, they are<br />

typically characterised by short-duration sessions of quite intense activity, leaving the <strong>Human</strong><br />

<strong>Factors</strong> specialist with little time to record relevant data <strong>for</strong> use in subsequent task analyses or other<br />

human-centred design processes. This problem is particularly acute where the outcome of a<br />

project is to take the <strong>for</strong>m of a simulation or Virtual Environment.<br />

When there is a need <strong>for</strong> rapid results from analyses, the more popular techniques involve<br />

observational <strong>and</strong> interview techniques, often supplemented with video <strong>and</strong> audio records (as have<br />

been exploited <strong>for</strong> many of the HFI DTC case studies mentioned throughout this document). Other<br />

techniques employ quite sophisticated computer-based solutions, from mixed media data recording<br />

(video, computer keystrokes, physiological parameters, voice, etc.) to simulations based on models<br />

of human physical <strong>and</strong> psychological per<strong>for</strong>mance.<br />

As stated at the outset, this document aims to help make the i<strong>3D</strong> <strong>and</strong> serious gaming community<br />

more aware of fundamental human interface issues, such as content, fidelity <strong>and</strong> interactive<br />

technologies. Be<strong>for</strong>e tackling these issues, however, it is important to underst<strong>and</strong> what to look <strong>for</strong><br />

when presented with an opportunity to undertake an observational analysis in the field. In addition<br />

to the project outlines presented in Sections 3.0.1 to 3.0.4, below, Figures 13, 14, 15 <strong>and</strong> 16<br />

(presented on pages 25 <strong>and</strong> 26) summarise the key observational factors recorded during end user<br />

observational sessions undertaken in support of each of them.<br />

3.0.1 Minimally Invasive Surgical Trainer (MIST; Figures 8 <strong>and</strong> 13).<br />

The MIST system evolved from a project sponsored by the Wolfson Foundation <strong>and</strong> UK Department<br />

of Health, the aim of which was to assess the potential of emerging Virtual Reality technologies to<br />

deliver cost effective technology-based training <strong>for</strong> future surgeons. MIST was an early example of<br />

the successful outcome of an HF task analysis undertaken in support of an i<strong>3D</strong> part-task skills<br />

trainer, in conjunction with surgical subject matter experts. It was possible to isolate eight key task<br />

sequences common to a wide range of laparoscopic cholecystectomy (gall bladder removal) <strong>and</strong><br />

gynaecological interventions <strong>and</strong> then define how those sequences might be modified or<br />

constrained by such factors as the type of instrument used, the need <strong>for</strong> object or tissue transfer<br />

between instruments, the need <strong>for</strong> extra surgical assistance, <strong>and</strong> so on. The close “coupling” (see<br />

Section 4.4) between the surgeon <strong>and</strong> the patient, via the laparoscopic instruments, drove an early<br />

decision to implement replica instruments, suitably modified to provide digital position <strong>and</strong> rotational<br />

inputs into the computer.<br />

Uniquely, MIST fosters laparoscopic skills not by training on virtual human bodies, but on carefully<br />

selected task “primitives” (e.g. spheres, blocks, cylinders <strong>and</strong> wireframe task volumes of low visual<br />

detail, or low “physical fidelity” – see Figures 8, 20 <strong>and</strong> Section 3.1), each designed following a<br />

psychological breakdown of the perceptual <strong>and</strong> motor behaviours of observed surgeons 19 . MIST<br />

18<br />

See also: Stanton, N., Salmon, P., Walker, G., Baber, C., & Jenkins, D. (2005), “<strong>Human</strong> <strong>Factors</strong> Methods: A<br />

Practical Guide <strong>for</strong> Engineering <strong>and</strong> Design”, Ashgate (December 2005).<br />

19<br />

Stone, R.J., & McCloy, R. (2004), “Ergonomics in Medicine <strong>and</strong> Surgery”, British Medical Journal, 328<br />

(7448), 08 May, 2004, 1115-1118.<br />

20

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!